Cyberverse Energon Armor Thunderhowl Gallery and Quick review!

Boldly launching on a quest in the Allspark Studio today is none other than the Knight of the Primes, Thunderhowl!  Will he align with your faction and lend his sword to your cause, or take a nap at Chrystal City?  Tune in after the break to find out!

Turn around on Energon Armor Thunderhowl was fast.  Promo images hit the internet around the 17th of June and just like that, he was in my hands less than a week later.  Based off the promotional images, I was excited to see this mold, because he was large and appeared to have good articulation.

Yes, I really thought I was going to like this Thunderhowl figure, but I find now that I don’t. He has several issues that take away from the fun.  First off, the robot mode hips do not lock in place.  That means he has wonky leg articulation and issues standing until you get the hips in the perfect position.  They also pop out easily.  Grr.

Next, the energon armor gimmick is frustrating.  It pops out too easily, and is a pain to get set again. Additionally, the head won’t turn due to the gimmick.  That is probably the worst part.  Now, if I am being honest with myself, I knew that to be the case before I bought him.  All of the figures I have so far from this class of Cyberverse have no neck articulation, but it doesn’t work as well on Thunderhowl as it did for Clobber.

Wolf mode is neat, but really only works well from the front or at an angle from the front.  The back legs and the elongated body look awkward, to say the least.  I do like the look of the cape on the wolf, however.

Taking all of these things into account, I don’t even know if kids will like this version. Several of the issues make it hard to play with, and I can see this being frustrating for young ones.  It’s not the worst Transformers figure ever, but it is nowhere near the top.  Here’s to getting the deluxe mold when it hits.